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Tigrii

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Posts posted by Tigrii

  1. Originally posted by bob7654:

    1. Introduce a SPRINT command. Units in SPRINT move as as fast as RUN, but exhaust after 50 yards. In return, they receive a hefty morale bonus.

    This should make infantry combat and maneuver under fire more flexible by making it more difficult for the inferior defending side to pop up out of their defenses and mow down the charge before being suppressed by covering fire.

    Your proposed sprint command sounds a lot like the existing assault command in BB and AK.

    Defending ambushes are a tactical, not a game problem. You don't "charge" into an unsecured area with a force that it would hurt you to lose without precautions and recon. If you do, it is only fair that you get creamed.

  2. Is there a finite number of possible QB maps for the same parameters? In other words, if I generate two QBs in a row with the same settings, is there any chance, however small, that I will get the same map? I realize that there isn't any danger of getting repeated maps, but am just wondering hypothetically.

  3. In my experience flamethrowers are too slow, vulnerable, and short-ranged to be very effective when attacking under most circumstances. These disadvantages are largely negated when defending since they don't have to move, are dug in in protective terrain, and can hide until the enemy is in range. They are best used in ambushes, and will die quickly once discovered, so just keep in mind that they're expendable. When attacking with flamethrowers, they are most useful for finishing off troops that are pinned down in their defensive positions by small arms fire. The pinned troops can't shoot at the advancing flamethrowers (always use en masse if possible because even one that gets through can do disproportionate damage), but breaking them with small arms fire is expensive in ammo and time. Run a few flamethrowers forward and burn them out. Treat flamethrowers as though they're as good as dead anyway so it doesn't matter if they get tired, brolen or killed if they have a chance to something first.

  4. And why wouldn't you? As I see it the point of a wargame is to beat your opponent, not model historical tactics. Obviously you shouldn't cheat or use totally outrageous gamey tactics, but taking advantage of hindsight where the real-life commanders didn't have it is perfectly acceptable. You can use your 1940 CM troops with 1945 tactics if that helps.

  5. The thread title is a bit of an oxymoron. Just get as many flaks of as much caliber as possible without shrinking the size of your force too much. Then there are some things you can do to distract them, like truck bait. AA guns are generally better then AA vehicles of equal firepower because they're hidden and harder for the plane or ground units to kill. Is it just me or can planes easily spot units in woods?

  6. As Falcon said, all you have to do to cross open ground against long range fire is spread out and keep moving. It's more important to keep spread out then to keep every single squad in command range. Use CHQs to plug dead zones between PHQs. If someone is getting tired or shaken, stop them and hide, even in open ground. The enemy will then probably retarget to moving troops while the other ones rally and rest. If you cycle like this you can move up without serious losses while the defender wastes lots of ammo. Long-range fire only shakes people, and isn't very damaging, and since you can easily stop and rally but they can't regenerate ammo by not shooting, you have the upper hand. Against artillery fire advance out of the target area with everyone inside. This is the exception to the stop shaken units rule. You will lose some aquads but remember they can't shoot forever. Against enemy tank superiority just run away screaming cause you're screwed.

  7. Try just not getting any tanks and spending the points on infantry and arty. A King Tiger has little more firepower against infantry than a StuG and is just as vulnerable to grenades, while costing a lot more. With so much more infantry, you can work around an ubertank as long as you're not attacking across an open map or anything like that. It can be frustrating, but remember that your guys can rally and that he has a limited ammo supply.

  8. Originally posted by Cannon-fodder:

    </font><blockquote>quote:</font><hr />You may want to consider why halftracks came into being in the first place - to allow infantry to keep up with an armoured advance.

    I agree with this - Half Tracks were designed to work on a strategic level; the MGs are really only a defensive, worst case scenario backup weapon.

    On large maps, HTs can be useful to transport your reserves around, but then so can trucks. Never advance them into insecure areas. </font>

  9. Yeah, I've noticed that even after a victory, your force is often badly mauled and wonder if this is a departure from realistic attrition rates. Since the players don't care about the lives of their men apart from their combat value and there aren't the high stakes of actual war they are far more willing to use suicide scouts, make charges into heavy fire, etc. From my (fairly limited I must confess) reading, I get the impression that on the tactical scale the loss of a platoon was a disaster where its fairly routine in CM.

  10. Originally posted by aco4bn187inf:

    2. Vehicles, even knocked out ones (unless on fire), can attract air attack from either side. If it comes in the form of bombs, any nearby unit is in danger regardless of cover.

    Given the stupidity and inaccuracy of aircraft in CM, I think that you are safest when near a vehicle ;)
  11. One of the main advantages of flanking a position is that the defender is attacked from an unexpected direction. This throws all his carefully coordinated kill sacks out the window and forces him to redeploy his units, which pulls them out of their foxholes and trenches and can give away their positions. A static defense will be compromised when faced with an unexpected attack, and even a better, more flexible defense will be forced to adjust to your moves and commit reserves, using valuable reinforcements or artillery ammo to shore up a miscalculated position. Also, human defenders can be discouraged by an unexpected attack that bypasses their kill sacks and disrupts their plans, even if they manage to adapt.

  12. Originally posted by CombinedArms:

    A platoon of infantry in halftracks can sometimes be effective in applying the coup de grace to an enemy position that is almost but not quite overwhelmed.

    At the point when decide to send them in--they've been comfortably resting out the battle behind cover to this point-- you're sure you've taken out all the AT assets within line of sight and your footsoldiers have fought the defenders to the point of collapse--but maybe your men are starting to stagger a bit, too, and their ammo is getting low.

    If, at this point, you rush in your reserve platoon in half tracks, landing them in cover near the enemy line of resistance, the fresh platoon with full ammo, combined with the HT firepower, can cause an immediate defensive collapse. Then you have your fresh platoon ready to spearhead the next phase of the advance. I haven't managed to pull this sort of thing off very often, but it can be very cool when it works.

    This might work sometimes, but not necessarily as a result of the platoon being mounted in half tracks. They could just as easily go in on foot, and since the enemy is suppressed and at the end of their tether crush them without being shot on the way in. This method avoids the risk of a hidden AT asset messing up your attack by KOing your halftracks, and also avoids the dangerous point where your infantry hops out into the open and can be badly hurt by a close range burst that a pinned enemy squad manages to get off before being re-suppressed. Also, if you save the cost of half-tracks, you can get a tank instead which can provide more supporting firepower and is immune to light AT and MG fire.
  13. OK, I see the problem here. I made the mistake of taking the type of map I usually play on (open, fairly small hills) and applying conclusions from fights on these maps to ALL maps. If you have a more average map you should be able to move your reserves around more easily. With the open map it doesn't really work on a large scale, but even in open desert you still have limited safe zones behind hills or whatever. Shifting a platoon from an unattacked position to a new, nearby position is different from what I had in mind, which is having a reserve that can be moved anywhere on your MLR from a central position in the rear. This just won't work with an open map.

  14. So what you're saying is that the main advantage of this defense is not its firepower but its dispersion. Since the number of men in the unit has no effect (I think) on its rate of suppression, doubling the number of units that must be suppressd while halving the size of each unit halves the effective suppresion capability of the attacking force. If the attacker chooses to concentrate his fire on one unit then it will suppress or break, but you lose only half a squad while you have your 400 FP hitting their guys in the kill sack. So its a win-win situation.

  15. OK, then don't get the battalion. You do get a discount but if you want more flexibility go with two companies and you'll have more options, and you'll make up for some of the lost discount by losing the attached battalion support group which often has a lot of relatively useless units like LMGs, or towed guns which are wasted if you're attacking in a moderate trees map. Some companies (like the German 44 Pioneer company) come with mortars in the support section. If you get a pioneer and one other company then you get flamethrowers (good for moderate trees), mortars (also good with trees), and MGs all at company discount. You can buy other needed stuff individually. The drawbacks are one less company of infantry and lack of battalion HQ and support groups. Its a tradeoff but if as you said you want to branch out and have some choices go with the non-battalion option.

    Or you could just play a slightly larger or smaller game.

    Hope this helps.

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